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Question by MaT227 · Mar 23, 2015 at 09:53 AM · unity 5shadermaterialcullingdeferred

Render back faces in deferred

I am trying to render back faces of an object in Unity 5. The aim is to have the front faces lit with the standard Unity 5 shader and the back faces in an unlit color.

But it doesn't work in deferred rendering mode. Here is the shader code.

 Shader "Custom/Custom" {
     Properties {
         _Color ("Color", Color) = (1,1,1,1)
         _MainTex ("Albedo (RGB)", 2D) = "white" {}
         _Glossiness ("Smoothness", Range(0,1)) = 0.5
         _Metallic ("Metallic", Range(0,1)) = 0.0
         _ColorBackfaces ("Color Backfaces", Color) = (1,1,1,1)
     }
     SubShader {
         
         Pass {
             Cull Front
             Color [_ColorBackfaces]
            }
         
         Tags { "RenderType"="Opaque" }
         Cull Back
         CGPROGRAM
         #pragma surface surf Standard fullforwardshadows
         #pragma target 3.0
         sampler2D _MainTex;
         struct Input {
             float2 uv_MainTex;
         };
         half _Glossiness;
         half _Metallic;
         fixed4 _Color;
         void surf (Input IN, inout SurfaceOutputStandard o) {
             fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
             o.Albedo = c.rgb;
             o.Metallic = _Metallic;
             o.Smoothness = _Glossiness;
             o.Alpha = c.a;
         }
         ENDCG
     } 
     FallBack "Diffuse"
 }
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avatar image BioeJD · Mar 25, 2016 at 09:40 PM 0
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I'm having issues with the same thing. Did you ever find an answer to this problem?

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Answer by Namey5 · Mar 27, 2016 at 10:50 PM

Try running it as 2 surface shaders:

      Shader "Custom/Custom" {
          Properties {
              _Color ("Color", Color) = (1,1,1,1)
              _MainTex ("Albedo (RGB)", 2D) = "white" {}
              _Glossiness ("Smoothness", Range(0,1)) = 0.5
              _Metallic ("Metallic", Range(0,1)) = 0.0
              _ColorBackfaces ("Color Backfaces", Color) = (1,1,1,1)
          }
          SubShader {
              Tags { "RenderType"="Opaque" }
 
              Cull Front
              CGPROGRAM
              #pragma surface surf Lambert
              #pragma target 3.0
              struct Input {
              };
              fixed4 _ColorBackfaces;
              void surf (Input IN, inout SurfaceOutput o) {
                  o.Emission = _ColorBackfaces;
              }
              ENDCG
              
              Cull Back
              CGPROGRAM
              #pragma surface surf Standard fullforwardshadows
              #pragma target 3.0
              sampler2D _MainTex;
              struct Input {
                  float2 uv_MainTex;
              };
              half _Glossiness;
              half _Metallic;
              fixed4 _Color;
              void surf (Input IN, inout SurfaceOutputStandard o) {
                  fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
                  o.Albedo = c.rgb;
                  o.Metallic = _Metallic;
                  o.Smoothness = _Glossiness;
                  o.Alpha = c.a;
              }
              ENDCG
          } 
          FallBack "Diffuse"
      }
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